metrics to not be loaded after a resolution change, because the reload is optimized out by SwitchThemeAndLanguage. (We may have loaded ThemeMetrics on demand in the past.) The reload needs to always happen, even though the theme hasn't changed, since the theme load is affected by the resolution; eg. upvalues in Lua scripts may have been computed based on SCREEN_WIDTH.
378 lines
9.5 KiB
C++
378 lines
9.5 KiB
C++
#include "global.h"
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#include "GameLoop.h"
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#include "RageLog.h"
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#include "RageTextureManager.h"
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#include "RageSoundManager.h"
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#include "PrefsManager.h"
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#include "RageDisplay.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "GameSoundManager.h"
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#include "ThemeManager.h"
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#include "SongManager.h"
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#include "GameState.h"
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#include "MemoryCardManager.h"
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#include "ScreenManager.h"
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#include "InputFilter.h"
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#include "InputMapper.h"
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#include "RageFileManager.h"
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#include "LightsManager.h"
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#include "NetworkSyncManager.h"
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#include "RageTimer.h"
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#include "RageInput.h"
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static RageTimer g_GameplayTimer;
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static Preference<bool> g_bNeverBoostAppPriority( "NeverBoostAppPriority", false );
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/* experimental: force a specific update rate. This prevents big
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* animation jumps on frame skips. 0 to disable. */
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static Preference<float> g_fConstantUpdateDeltaSeconds( "ConstantUpdateDeltaSeconds", 0 );
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void HandleInputEvents( float fDeltaTime );
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static float g_fUpdateRate = 1;
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void GameLoop::SetUpdateRate( float fUpdateRate )
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{
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g_fUpdateRate = fUpdateRate;
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}
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static void CheckGameLoopTimerSkips( float fDeltaTime )
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{
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if( !PREFSMAN->m_bLogSkips )
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return;
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static int iLastFPS = 0;
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int iThisFPS = DISPLAY->GetFPS();
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/* If vsync is on, and we have a solid framerate (vsync == refresh and we've sustained this
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* for at least one second), we expect the amount of time for the last frame to be 1/FPS. */
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if( iThisFPS != DISPLAY->GetActualVideoModeParams().rate || iThisFPS != iLastFPS )
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{
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iLastFPS = iThisFPS;
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return;
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}
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const float fExpectedTime = 1.0f / iThisFPS;
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const float fDifference = fDeltaTime - fExpectedTime;
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if( fabsf(fDifference) > 0.002f && fabsf(fDifference) < 0.100f )
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LOG->Trace( "GameLoop timer skip: %i FPS, expected %.3f, got %.3f (%.3f difference)",
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iThisFPS, fExpectedTime, fDeltaTime, fDifference );
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}
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static bool ChangeAppPri()
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{
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if( g_bNeverBoostAppPriority.Get() )
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return false;
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// if using NTPAD don't boost or else input is laggy
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#if defined(_WINDOWS)
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{
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vector<InputDeviceInfo> vDevices;
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// This can get called before INPUTMAN is constructed.
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if( INPUTMAN )
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{
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INPUTMAN->GetDevicesAndDescriptions(vDevices);
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FOREACH_CONST( InputDeviceInfo, vDevices, d )
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{
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if( d->sDesc.find("NTPAD") != string::npos )
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{
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LOG->Trace( "Using NTPAD. Don't boost priority." );
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return false;
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}
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}
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}
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}
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#endif
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/* If this is a debug build, don't. It makes the VC debugger sluggish. */
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#if defined(WIN32) && defined(DEBUG)
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return false;
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#else
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return true;
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#endif
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}
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static void CheckFocus()
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{
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if( !HOOKS->AppFocusChanged() )
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return;
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/* If we lose focus, we may lose input events, especially key releases. */
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INPUTFILTER->Reset();
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if( ChangeAppPri() )
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{
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if( HOOKS->AppHasFocus() )
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HOOKS->BoostPriority();
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else
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HOOKS->UnBoostPriority();
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}
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}
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/* On the next update, change themes, and load sNewScreen. */
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static RString g_sNewTheme;
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static RString g_sNewScreen;
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static bool g_bForceThemeReload;
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void GameLoop::ChangeTheme( const RString &sNewTheme, const RString &sNewScreen, bool bForced )
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{
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g_sNewTheme = sNewTheme;
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g_sNewScreen = sNewScreen;
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g_bForceThemeReload = bForced;
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}
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#include "StepMania.h" // XXX
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namespace
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{
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void DoChangeTheme()
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{
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SAFE_DELETE( SCREENMAN );
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TEXTUREMAN->DoDelayedDelete();
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/* In case the previous theme overloaded class bindings, reinitialize them. */
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LUA->RegisterTypes();
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THEME->SwitchThemeAndLanguage( g_sNewTheme, THEME->GetCurLanguage(), PREFSMAN->m_bPseudoLocalize, g_bForceThemeReload );
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PREFSMAN->m_sTheme.Set( g_sNewTheme );
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/* Apply the new window title, icon and aspect ratio. */
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StepMania::ApplyGraphicOptions();
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SCREENMAN = new ScreenManager();
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StepMania::ResetGame();
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SCREENMAN->ThemeChanged();
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SCREENMAN->SetNewScreen( g_sNewScreen );
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g_sNewTheme = RString();
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g_sNewScreen = RString();
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}
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}
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void GameLoop::RunGameLoop()
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{
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/* People may want to do something else while songs are loading, so do
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* this after loading songs. */
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if( ChangeAppPri() )
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HOOKS->BoostPriority();
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while( !ArchHooks::UserQuit() )
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{
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if( !g_sNewTheme.empty() )
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DoChangeTheme();
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/*
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* Update
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*/
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float fDeltaTime = g_GameplayTimer.GetDeltaTime();
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if( g_fConstantUpdateDeltaSeconds > 0 )
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fDeltaTime = g_fConstantUpdateDeltaSeconds;
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CheckGameLoopTimerSkips( fDeltaTime );
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fDeltaTime *= g_fUpdateRate;
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CheckFocus();
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/* Update SOUNDMAN early (before any RageSound::GetPosition calls), to flush position data. */
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SOUNDMAN->Update();
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/* Update song beat information -before- calling update on all the classes that
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* depend on it. If you don't do this first, the classes are all acting on old
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* information and will lag. (but no longer fatally, due to timestamping -glenn) */
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SOUND->Update( fDeltaTime );
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TEXTUREMAN->Update( fDeltaTime );
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GAMESTATE->Update( fDeltaTime );
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SCREENMAN->Update( fDeltaTime );
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MEMCARDMAN->Update( fDeltaTime );
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NSMAN->Update( fDeltaTime );
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/* Important: Process input AFTER updating game logic, or input will be acting on song beat from last frame */
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HandleInputEvents( fDeltaTime );
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if( INPUTMAN->DevicesChanged() )
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{
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INPUTFILTER->Reset(); // fix "buttons stuck" if button held while unplugged
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INPUTMAN->LoadDrivers();
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RString sMessage;
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if( INPUTMAPPER->CheckForChangedInputDevicesAndRemap(sMessage) )
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SCREENMAN->SystemMessage( sMessage );
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}
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LIGHTSMAN->Update( fDeltaTime );
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/*
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* Render
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*/
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SCREENMAN->Draw();
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}
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/* If we ended mid-game, finish up. */
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GAMESTATE->EndGame();
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if( ChangeAppPri() )
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HOOKS->UnBoostPriority();
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}
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class ConcurrentRenderer
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{
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public:
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ConcurrentRenderer();
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~ConcurrentRenderer();
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void Start();
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void Stop();
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private:
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RageThread m_Thread;
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RageEvent m_Event;
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bool m_bShutdown;
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void RenderThread();
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static int StartRenderThread( void *p );
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enum State { RENDERING_IDLE, RENDERING_START, RENDERING_ACTIVE, RENDERING_END };
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State m_State;
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};
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static ConcurrentRenderer *g_pConcurrentRenderer = NULL;
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ConcurrentRenderer::ConcurrentRenderer():
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m_Event("ConcurrentRenderer")
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{
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m_bShutdown = false;
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m_State = RENDERING_IDLE;
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m_Thread.SetName( "ConcurrentRenderer" );
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m_Thread.Create( StartRenderThread, this );
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}
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ConcurrentRenderer::~ConcurrentRenderer()
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{
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ASSERT( m_State == RENDERING_IDLE );
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m_bShutdown = true;
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m_Thread.Wait();
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}
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void ConcurrentRenderer::Start()
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{
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DISPLAY->BeginConcurrentRenderingMainThread();
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m_Event.Lock();
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ASSERT( m_State == RENDERING_IDLE );
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m_State = RENDERING_START;
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m_Event.Signal();
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while( m_State != RENDERING_ACTIVE )
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m_Event.Wait();
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m_Event.Unlock();
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}
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void ConcurrentRenderer::Stop()
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{
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m_Event.Lock();
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ASSERT( m_State == RENDERING_ACTIVE );
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m_State = RENDERING_END;
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m_Event.Signal();
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while( m_State != RENDERING_IDLE )
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m_Event.Wait();
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m_Event.Unlock();
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DISPLAY->EndConcurrentRenderingMainThread();
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}
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void ConcurrentRenderer::RenderThread()
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{
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ASSERT( SCREENMAN != NULL );
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while( !m_bShutdown )
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{
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m_Event.Lock();
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while( m_State == RENDERING_IDLE && !m_bShutdown )
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m_Event.Wait();
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m_Event.Unlock();
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if( m_State == RENDERING_START )
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{
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/* We're starting to render. Set up, and then kick the event to wake
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* up the calling thread. */
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DISPLAY->BeginConcurrentRendering();
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HOOKS->SetupConcurrentRenderingThread();
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LOG->Trace( "ConcurrentRenderer::RenderThread start" );
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m_Event.Lock();
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m_State = RENDERING_ACTIVE;
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m_Event.Signal();
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m_Event.Unlock();
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}
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/* This is started during Update(). The next thing the game loop
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* will do is Draw, so shift operations around to put Draw at the
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* top. This makes sure updates are seamless. */
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if( m_State == RENDERING_ACTIVE )
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{
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SCREENMAN->Draw();
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float fDeltaTime = g_GameplayTimer.GetDeltaTime();
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SCREENMAN->Update( fDeltaTime );
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}
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if( m_State == RENDERING_END )
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{
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LOG->Trace( "ConcurrentRenderer::RenderThread done" );
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DISPLAY->EndConcurrentRendering();
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m_Event.Lock();
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m_State = RENDERING_IDLE;
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m_Event.Signal();
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m_Event.Unlock();
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}
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}
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}
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int ConcurrentRenderer::StartRenderThread( void *p )
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{
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((ConcurrentRenderer *) p)->RenderThread();
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return 0;
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}
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void GameLoop::StartConcurrentRendering()
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{
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if( g_pConcurrentRenderer == NULL )
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g_pConcurrentRenderer = new ConcurrentRenderer;
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g_pConcurrentRenderer->Start();
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}
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void GameLoop::FinishConcurrentRendering()
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{
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g_pConcurrentRenderer->Stop();
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}
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/*
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* (c) 2001-2005 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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